init
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.Serialization;
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using VOID.Generic.Dict;
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using VOID.Generic.Objects.Abstract.Events;
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using VOID.Generic.Objects.Container.Events;
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using VOID.Generic.Objects.Item.Events;
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using VOID.Generic.Objects.Unit.Events;
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using VOID.Generic.Objects.Usable.Events;
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using VOID.Generic.Objects.Wearable.Events;
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namespace VOID.Generic.Objects.Unit
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{
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[Serializable]
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public class UnitObjectEvents : ObjectComponent<UnitObject>
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{
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// ANIMATION RELATED EVENTS
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[Header("Animations")]
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public Dictionary<AnimationType, AnimationGenericEventSet> onAnimation =
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Enum.GetValues(typeof(AnimationType)).Cast<AnimationType>()
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.ToDictionary(o => o, _ => new AnimationGenericEventSet());
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// ACTION RELATED EVENTS
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[Header("Action - PREVENTED BY CHECK")]
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public UnityEvent<ActionErrorEvent> onActionError;
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[Header("Action - Move")]
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public UnityEvent<MoveEvent> onMoveStart;
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public UnityEvent<MoveEvent> onMoveEnd;
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[Header("Action - Damage")]
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public UnityEvent<DamageEvent> onDamageBefore;
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public UnityEvent<DamageEvent> onDamageAfter;
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[Header("Action - Casting")]
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public UnityEvent<CastingEvent> onStartCasting;
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public UnityEvent<CastingEvent> onEndCasting;
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[Header("Action - Ability Cast")]
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public UnityEvent<AbilityCastEvent> onStartAbilityBefore;
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public UnityEvent<AbilityCastEvent> onStartAbilityAfter;
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public UnityEvent<AbilityCastEvent> onEndAbility;
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[Header("Action - Ability Projectile")]
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public UnityEvent<AbilityProjectileEvent> onAbilityProjectileStart;
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public UnityEvent<AbilityProjectileEvent> onAbilityProjectileEnd;
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[Header("Action - Ability Hit")]
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public UnityEvent<AbilityHitEvent> onAbilityHitBefore;
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public UnityEvent<AbilityHitEvent> onAbilityHitAfter;
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[Header("Action - Take")]
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public UnityEvent<PickEvent> onTakeBefore;
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public UnityEvent<PickEvent> onTakeAfter;
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[Header("Action - Drop")]
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public UnityEvent<DropEvent> onDropBefore;
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public UnityEvent<DropEvent> onDropAfter;
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[Header("Action - Equip")]
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public UnityEvent<EquipEvent> onEquipBefore;
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public UnityEvent<EquipEvent> onEquipAfter;
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[Header("Action - UnEquip")]
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public UnityEvent<UnEquipEvent> onUnEquipBefore;
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public UnityEvent<UnEquipEvent> onUnEquipAfter;
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[Header("Action - Use")]
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public UnityEvent<UseEvent> onUseBefore;
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public UnityEvent<UseEvent> onUseAfter;
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[Header("Action - Container")]
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public UnityEvent<ContainerOpenEvent> onContainerOpen;
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public UnityEvent<ContainerCloseEvent> onContainerClose;
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[Header("Action - Other Unit")]
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public UnityEvent<OpenOtherUnitEvent> onOpenOtherUnit;
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public UnityEvent<CloseOtherUnitEvent> onCloseOtherUnit;
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public UnityEvent<OpenOtherUnitEvent> onOpenedByOtherUnit;
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public UnityEvent<CloseOtherUnitEvent> onClosedByOtherUnit;
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[Header("Action - Move Item")]
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public UnityEvent<MoveItemEvent> onMoveItemBefore;
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public UnityEvent<MoveItemEvent> onMoveItemAfter;
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// COMPONENT RELATED EVENTS
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[Header("Backpack")]
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public UnityEvent<BackpackPickEvent> onBackpackPick;
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public UnityEvent<BackpackDropEvent> onBackpackDrop;
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public UnityEvent<BackpackSwapEvent> onBackpackSwap;
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public UnityEvent<BackpackSortEvent> onBackpackSort;
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public UnityEvent<BackpackResizeEvent> onBackpackResize;
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[Header("Equipment")]
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public UnityEvent<EquipmentEquipEvent> onEquipmentEquip;
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public UnityEvent<EquipmentUnEquipEvent> onEquipmentUnEquip;
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[Header("Data")]
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public UnityEvent<MainAttributeChangeEvent> onMainAttributeChange;
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public UnityEvent<SubAttributeChangeEvent> onSubAttributeChange;
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public UnityEvent<UnitResourceChangeEvent> onMaxResourceChange;
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public UnityEvent<UnitResourceChangeEvent> onCurrentResourceChange;
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[Header("ActionBar")]
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public UnityEvent<ActionBarSetEvent> onActionBarSet;
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public UnityEvent<ActionBarUnSetEvent> onActionBarUnSet;
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[Header("AbilityBook")]
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public UnityEvent<AbilityBookAbilityAddedEvent> onAbilityAdded;
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public UnityEvent<AbilityBookAbilityRemovedEvent> onAbilityRemoved;
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public UnityEvent<AbilityBookAttackAbilityChangeEvent> onAttackAbilityChange;
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[Header("Senses")]
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public UnityEvent<SenseSightEvent> onSightEnter;
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public UnityEvent<SenseSightEvent> onSightExit;
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public UnityEvent<SenseHearEvent> onHearEnter;
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public UnityEvent<SenseHearEvent> onHearExit;
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[Header("Level")]
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public UnityEvent<LevelGainEvent> onLevelGain;
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public UnityEvent<ExpGainEvent> onExpGain;
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}
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}
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